diff --git a/assets/branding/boot_splash.png b/assets/branding/boot_splash.png
index 72fa92e..7197112 100644
Binary files a/assets/branding/boot_splash.png and b/assets/branding/boot_splash.png differ
diff --git a/assets/branding/work_death_icon.png b/assets/branding/work_death_icon.png
new file mode 100644
index 0000000..4584d7b
Binary files /dev/null and b/assets/branding/work_death_icon.png differ
diff --git a/assets/branding/work_death_icon.png.import b/assets/branding/work_death_icon.png.import
new file mode 100644
index 0000000..9efda83
--- /dev/null
+++ b/assets/branding/work_death_icon.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://2jes4fpudg40"
+path="res://.godot/imported/work_death_icon.png-4a0e0833fbbeeb174e53a0f325be264b.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/branding/work_death_icon.png"
+dest_files=["res://.godot/imported/work_death_icon.png-4a0e0833fbbeeb174e53a0f325be264b.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
+process/channel_remap/green=1
+process/channel_remap/blue=2
+process/channel_remap/alpha=3
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/docs/BRANDING.md b/docs/BRANDING.md
index acf6e52..beff19e 100644
--- a/docs/BRANDING.md
+++ b/docs/BRANDING.md
@@ -1,7 +1,8 @@
-# Loading screen branding
+# Work-Death Balance — loading screen and favicon
-The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the
-"Mat Games" mascot on a black background. This applies to both surfaces:
+The game is named **Work-Death Balance** in the menu, native window, HTML title,
+description and loading screen. **MatGames** remains the studio signature.
+The stock Godot boot splash is replaced by the existing nerd-zombie mascot on black. This applies to both surfaces:
- the browser loading screen: the exported `index.png` referenced by
`
` in the HTML shell, drawn over `#status`;
@@ -10,10 +11,10 @@ The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the
## Asset
`assets/branding/boot_splash.png`, 1024x1315, palette PNG with alpha
-(256 colors, 95 alpha levels), about 171 KB. Subject: cartoon zombie head and bust,
+(256 colors, antialiased alpha), about 174 KB. Subject: cartoon zombie head and bust,
bald scalp with a sparse hair fringe on the sides, thick nerd glasses, unsettling grin,
-thumbs up, with "MatGames" (one word, no space) in a phosphor-terminal typeface and
-the subtitle `"...because he was bored..."` beneath it.
+thumbs up, with **Work-Death Balance** in the VT323 phosphor-terminal typeface and
+the subtitle `MatGames — "...because he was bored..."` beneath it.
Provenance is recorded in `tools/branding/manifest.json`:
@@ -34,7 +35,7 @@ Provenance is recorded in `tools/branding/manifest.json`:
and redistribution, including commercially, as long as the font is not sold on its
own. SHA256 `cf4de751ada78ceac033dbe16a687742939995b77bc2a052ae17a4957958594d`.
-Only the final PNG lives under `assets/`, so the raw source and the font are not
+Only the final splash/icon PNGs live under `assets/`, so the raw source and the font are not
packed into the export (`tools/*` is already excluded by the export preset).
## Composition and keying
@@ -49,14 +50,22 @@ packed into the export (`tools/*` is already excluded by the export preset).
4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut
of the generated bust, and scales to 1024 px wide with 40 px side padding;
5. draws the title with VT323 in amber over a blurred glow layer, plus an optional
- second line. Defaults are the one-word `MatGames` and the subtitle
- `"...because he was bored..."`; `--title`, `--subtitle` (empty to omit) and
+ second line. Defaults are `Work-Death Balance` and the subtitle
+ `MatGames — "...because he was bored..."`; `--title`, `--subtitle` (empty to omit) and
`--subtitle-height` change them. A 30 px `--bottom-padding` band is left under the
text so the shell progress bar does not cross the lettering;
-6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest.
+6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest;
+7. invokes `tools/make_favicon.py` with the already keyed original 1024×1024 mascot.
+ A head-only polygon excludes the hand and bust, then draws the face inside a dark
+ rounded badge with an amber outline. No new AI generation or second chroma key.
+ The 512×512 RGBA master is `assets/branding/work_death_icon.png`; a 32×32 review
+ preview is kept in `tools/branding/favicon_preview_32.png`. Provenance and SHA256
+ are recorded under `favicon` in the same manifest.
```sh
-python3 tools/make_boot_splash.py tools/branding/raw/agy_generate_20261010234423_0.jpg
+python3 tools/make_boot_splash.py tools/branding/raw/agy_edit_20261011000309_0.jpg \
+ --provenance tools/branding/raw/agy_generate_20261010234423_0.jpg \
+ --provenance tools/branding/raw/agy_edit_20261010235510_0.jpg
```
`--colors 0` keeps 32-bit RGBA if a future artwork needs smoother gradients.
@@ -64,6 +73,8 @@ python3 tools/make_boot_splash.py tools/branding/raw/agy_generate_20261010234423
## Godot settings
```ini
+config/name="Work-Death Balance"
+config/icon="res://assets/branding/work_death_icon.png"
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://assets/branding/boot_splash.png"
boot_splash/show_image=true
@@ -77,16 +88,26 @@ ratio; the exported shell confirms the result with the classes
## Verification
-- Exported `index.png` has the same 1024x1315 dimensions as the master. It is
- re-encoded by the exporter to 32-bit RGBA (about 528 KB), so the bytes are not
- identical; composited on black the two images differ by at most 5.8/255 on
- 0.11% of pixels, all with alpha below 20, i.e. invisible. The release keeps the
- 171 KB master in the repository and ships a gzip sidecar.
+- Exported `index.png` has the same 1024×1315 dimensions as the master. Godot
+ re-encodes palette images to RGBA, so bytes need not match the source PNG.
+- Web preset `html/export_icon=true` uses the project icon through Godot's official
+ exporter. It creates `index.icon.png` (512×512) and `index.apple-touch-icon.png`
+ (180×180) with the corresponding HTML links. No generated HTML patch or default
+ Godot favicon remains; both files are included in the immutable release/hash check.
+ Firefox's runtime favicon is a generated blob URL; decoded pixels were compared
+ with the exported PNG and match exactly (zero mean/max difference).
- The exported shell contains no "Game engine" text and the splash image has an
empty `alt`.
-- `html/export_icon=false`, so no favicon is exported: the browser tab still shows
- a default icon. Using the mascot as favicon is a possible follow-up.
+- The legacy URL `/pub/zombie-fps/`, score API and `zombie_fps_*` localStorage keys
+ intentionally remain unchanged to preserve bookmarks and browser identity.
+- Native `user://` moves with the project name. `player_profile.gd` imports the old
+ sibling `Zombie Room FPS/zombie_fps_profile.cfg` only when the new profile is
+ absent, never modifies the source and never replaces an existing new profile.
+ Name, ID, best score and name-lock flag are retained; migration has isolated tests.
+ The actual local migration was also verified byte-identical, old file unchanged.
- On a phone in landscape the splash is scaled to fit the height, so the mascot
appears fairly small; a landscape variant (mascot beside the title) would fill
more of the screen if that is wanted.
-- All eleven test suites still pass; this change touches no gameplay code.
+- `test_rebalance_branding.gd` checks title, icon, export setting and exact damage
+ values; `test_player_profile.gd` includes five non-destructive migration checks.
+ Both suites also pass in the GDExtension-free staging project.
diff --git a/docs/GAMEPLAY-IMPROVEMENTS.md b/docs/GAMEPLAY-IMPROVEMENTS.md
index 17c58d2..c146a5e 100644
--- a/docs/GAMEPLAY-IMPROVEMENTS.md
+++ b/docs/GAMEPLAY-IMPROVEMENTS.md
@@ -1,5 +1,16 @@
# Classic HUD, automatic reload, furniture navigation, death audio
+## Work-Death Balance damage tuning
+
+- Player rifle: **17.5 damage** per body hit (previously 35), using the float
+ `Player.BULLET_DAMAGE` constant. Head multipliers remain zombie ×2.5 / boss ×1.5.
+- Grenade explosion: **320 maximum damage** (previously 160), same 5 m linear
+ falloff, wall occlusion, self-damage and 15 s cooldown. At 1 m it deals 256;
+ at 2.5 m it deals 160; outside 5 m it deals none.
+- Alien Grunt hornet damage is **unchanged**, including its progression by rank.
+- `tools/test_rebalance_branding.gd`: 14 checks, including real rifle body/head
+ hits and exact explosion/self-damage values. All previous gameplay suites pass.
+
## HUD
`scripts/game_hud.gd` replaces the debug-style text block with translucent black
diff --git a/docs/GRENADES-WAVES.md b/docs/GRENADES-WAVES.md
index 054dbc2..98f41f1 100644
--- a/docs/GRENADES-WAVES.md
+++ b/docs/GRENADES-WAVES.md
@@ -17,7 +17,7 @@
not add environmental destruction (the existing zombie-entry glass shatter is unchanged).
- **No 4-second fuse anymore**. A lost projectile is deleted after 15 seconds without
an explosion, avoiding orphan nodes or delayed airborne blasts.
-- Blast radius **5 m**, maximum damage **160**, linear falloff; a world-mask ray prevents
+- Blast radius **5 m**, maximum damage **320**, linear falloff; a world-mask ray prevents
damage through walls. The living thrower is still included.
## Original Half-Life explosion
diff --git a/docs/HIGHSCORES.md b/docs/HIGHSCORES.md
index c32e1dc..6860400 100644
--- a/docs/HIGHSCORES.md
+++ b/docs/HIGHSCORES.md
@@ -1,4 +1,4 @@
-# Classifica globale (punteggi) — Zombie Room FPS
+# Classifica globale (punteggi) — Work-Death Balance
Sistema di punteggi online: schermata iniziale con classifica e nome del giocatore,
microservizio sul bastion, invio del punteggio alla morte.
@@ -31,7 +31,7 @@ File coinvolti:
| `scripts/start_screen.gd` | menu: nome, pulsante GIOCA, classifica |
| `tools/test_scores_api.py` | 42 controlli sul servizio (funzionalità, validazione, limiti) |
| `tools/test_leaderboard.gd` + `.sh` | 14 controlli sul client, contro un'API locale usa e getta |
-| `tools/test_player_profile.gd` | 21 controlli sul profilo (nome, id, riparazioni) |
+| `tools/test_player_profile.gd` | 26 controlli sul profilo (nome, id, riparazioni, migrazione dopo rinomina) |
| `tools/test_start_screen.gd` | 10 controlli sulle regole del menu |
## 2. Contratto dell'API
@@ -198,7 +198,7 @@ sh tools/test_leaderboard.sh # 14 controlli
# profilo e menu (menu: serve un display)
$HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --headless --path . \
- --script res://tools/test_player_profile.gd # 21 controlli
+ --script res://tools/test_player_profile.gd # 26 controlli
$HOME/.local/opt/godot-4.7.1/Godot_v4.7.1-stable_linux.x86_64 --path . \
--rendering-method gl_compatibility --script res://tools/test_start_screen.gd # 10 controlli
```
diff --git a/docs/WEB-DEPLOY.md b/docs/WEB-DEPLOY.md
index 9f5c9a9..d2bb006 100644
--- a/docs/WEB-DEPLOY.md
+++ b/docs/WEB-DEPLOY.md
@@ -1,5 +1,27 @@
# Web build and compressed deployment
+## Work-Death Balance / damage tuning: 118709d117376527
+
+Renames the game in menu, native window, HTML title/description and loading screen;
+MatGames remains the studio signature. New nerd-zombie dark/amber favicon and Apple
+icon, exported through `html/export_icon=true`; see `docs/BRANDING.md`.
+
+- Player rifle 35 -> 17.5 damage, grenade maximum 160 -> 320; alien hornet damage,
+ head multipliers, blast radius, occlusion and cooldown unchanged.
+- Native rename migration copies the old profile only if the new one is absent;
+ old source remains unchanged. Actual local migration verified byte-identical.
+- Browser name/ID/best/lock fingerprint unchanged before/after the rename.
+- All 17 Godot suites + 42 API checks passed; 14 exact-damage/branding checks and
+ 26 profile checks repeated in GDExtension-free staging.
+- PCK 7,029,108 bytes (gzip 3,826,014); main gzip payload 13,975,158 bytes.
+- 16 release files SHA256-verified; HTTPS PCK and favicon cmp-identical to local.
+ Favicon `index.icon.png` 512x512; `index.apple-touch-icon.png` 180x180.
+- Browser: loading screen and menu reviewed, title/active script correct; the
+ runtime favicon's decoded pixels exactly match the exported icon (zero difference).
+- Atomic root swap, backup `/home/debian/zombie-fps-backups/index-before-work-death-118709d117376527.html`.
+- URL/API/storage keys unchanged; no DB/nginx/API change and no production test
+ submissions. Previous `86c32ea9f5a4470e` still HTTP 200; older releases retained.
+
## Alien Grunt boss release: 86c32ea9f5a4470e
Every tenth wave is a single teleporting Alien Grunt, with progressively increasing
diff --git a/export_presets.cfg b/export_presets.cfg
index 95b16b9..9d9e9e6 100644
--- a/export_presets.cfg
+++ b/export_presets.cfg
@@ -21,9 +21,9 @@ variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=true
-html/export_icon=false
+html/export_icon=true
html/custom_html_shell=""
-html/head_include=""
+html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=true
diff --git a/project.godot b/project.godot
index bcfce06..41c4bf2 100644
--- a/project.godot
+++ b/project.godot
@@ -10,8 +10,9 @@ config_version=5
[application]
-config/name="Zombie Room FPS"
-config/description="FPS survival: zombie di Half-Life in una stanza con finestre e nessuna porta."
+config/name="Work-Death Balance"
+config/description="Work-Death Balance — sopravvivi al turno in ufficio. Un gioco MatGames."
+config/icon="res://assets/branding/work_death_icon.png"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.7", "Forward Plus")
diff --git a/scripts/grenade.gd b/scripts/grenade.gd
index 5728e7d..7d94600 100644
--- a/scripts/grenade.gd
+++ b/scripts/grenade.gd
@@ -4,7 +4,7 @@ signal detonated
const MAX_LIFETIME := 15.0
const Explosion = preload("res://scripts/grenade_explosion.gd")
const BLAST_RADIUS := 5.0
-const MAX_DAMAGE := 160.0
+const MAX_DAMAGE := 320.0
const Audio = preload("res://scripts/hl_audio.gd")
const Blood = preload("res://scripts/blood_effects.gd")
var age := 0.0
diff --git a/scripts/player.gd b/scripts/player.gd
index 640355e..fcfcda4 100644
--- a/scripts/player.gd
+++ b/scripts/player.gd
@@ -5,6 +5,7 @@ var damage_pivot: Node3D
var damage_feedback: CanvasLayer
const DamageFeedback = preload("res://scripts/damage_feedback.gd")
const MAX_HP := 100.0
+const BULLET_DAMAGE := 17.5
var hp := MAX_HP
var invulnerable := false # only enabled by the explicit native boss simulation flag
var _regen_elapsed := 0.0
@@ -189,7 +190,7 @@ func shoot() -> void:
var hit := get_world_3d().direct_space_state.intersect_ray(query)
if hit and hit.collider.has_method("take_damage"):
Blood.impact(get_parent(), hit.position, -camera.global_basis.z)
- hit.collider.take_damage(35, hit.position.y)
+ hit.collider.take_damage(BULLET_DAMAGE, hit.position.y)
if ammo <= 0:
start_reload()
diff --git a/scripts/player_profile.gd b/scripts/player_profile.gd
index 654ac47..08e32d8 100644
--- a/scripts/player_profile.gd
+++ b/scripts/player_profile.gd
@@ -5,6 +5,7 @@ extends RefCounted
## IndexedDB di Godot puo' non essere sincronizzata). Chiavi: zombie_fps_*.
## Il nome, una volta scelto, resta bloccato: non viene piu' richiesto.
const PATH := "user://zombie_fps_profile.cfg"
+const LEGACY_PROJECT_NAME := "Zombie Room FPS"
const DEFAULT_NAME := "Giocatore"
const NAME_MAX := 16
const KEY_NAME := "zombie_fps_name"
@@ -14,10 +15,19 @@ const KEY_LOCKED := "zombie_fps_locked"
## Legge il profilo (o i valori predefiniti) e lo riscrive, cosi' il primo avvio
## lascia sempre un id stabile e le chiavi del browser allineate.
-static func load_profile(path := PATH) -> Dictionary:
+static func load_profile(path := PATH, legacy_path := "") -> Dictionary:
var data := {"name": DEFAULT_NAME, "player_id": "", "best": 0, "locked": false}
var config := ConfigFile.new()
- if config.load(path) == OK:
+ var loaded := config.load(path)
+ # Renaming application/config/name moves native user://. Import the old file
+ # only when the new one does not exist; never change/delete the source profile.
+ # Explicit legacy_path enables isolated migration tests using temporary files.
+ if loaded != OK and not FileAccess.file_exists(path):
+ if legacy_path == "" and path == PATH and not OS.has_feature("web"):
+ legacy_path = legacy_profile_path()
+ if legacy_path != "" and legacy_path != ProjectSettings.globalize_path(path):
+ loaded = config.load(legacy_path)
+ if loaded == OK:
var raw_name := text_of(config.get_value("player", "name", DEFAULT_NAME))
# Una versione precedente poteva salvare la stringa "null": in quel caso il
# nome va considerato non scelto e il blocco rimosso (riparazione automatica).
@@ -35,6 +45,9 @@ static func load_profile(path := PATH) -> Dictionary:
save_profile(data, path)
return data
+static func legacy_profile_path() -> String:
+ return OS.get_user_data_dir().get_base_dir().path_join(LEGACY_PROJECT_NAME).path_join(PATH.get_file())
+
static func save_profile(data: Dictionary, path := PATH) -> void:
var raw_name := text_of(data.get("name"))
var name := sanitize_name(raw_name) if is_stored_name_usable(raw_name) else DEFAULT_NAME
diff --git a/scripts/start_screen.gd b/scripts/start_screen.gd
index f9a6259..6063871 100644
--- a/scripts/start_screen.gd
+++ b/scripts/start_screen.gd
@@ -49,7 +49,7 @@ func _build_ui() -> void:
column.add_theme_constant_override("separation", 10 if touch_mode else 14)
center.add_child(column)
- var title := _label("ZOMBIE ROOM FPS", 34 if touch_mode else 44, AMBER, HORIZONTAL_ALIGNMENT_CENTER)
+ var title := _label("Work-Death Balance", 34 if touch_mode else 44, AMBER, HORIZONTAL_ALIGNMENT_CENTER)
column.add_child(title)
column.add_child(_label("MatGames — classifica globale", 15, DIM, HORIZONTAL_ALIGNMENT_CENTER))
diff --git a/tools/branding/favicon_preview_32.png b/tools/branding/favicon_preview_32.png
new file mode 100644
index 0000000..8d9550f
Binary files /dev/null and b/tools/branding/favicon_preview_32.png differ
diff --git a/tools/branding/favicon_preview_32.png.import b/tools/branding/favicon_preview_32.png.import
new file mode 100644
index 0000000..0fe31f1
--- /dev/null
+++ b/tools/branding/favicon_preview_32.png.import
@@ -0,0 +1,40 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://x2fduvd60l5o"
+path="res://.godot/imported/favicon_preview_32.png-dd38476f0c8cf5ec4443f01536b2cbf2.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://tools/branding/favicon_preview_32.png"
+dest_files=["res://.godot/imported/favicon_preview_32.png-dd38476f0c8cf5ec4443f01536b2cbf2.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/uastc_level=0
+compress/rdo_quality_loss=0.0
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/channel_remap/red=0
+process/channel_remap/green=1
+process/channel_remap/blue=2
+process/channel_remap/alpha=3
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/tools/branding/manifest.json b/tools/branding/manifest.json
index 0415e05..f2f289a 100644
--- a/tools/branding/manifest.json
+++ b/tools/branding/manifest.json
@@ -7,7 +7,7 @@
],
"mode": "P",
"palette_colors": 256,
- "sha256": "715bd5f1dd3a651b1b5f6ee0560db232ddfdad676091f07ea34696787e27fbee"
+ "sha256": "4996cbf31fdc1afb5de77a228dc7a6a5f54156dda62b3108d8f2f73a7e6f2c3e"
},
"mascot_source": {
"file": "tools/branding/raw/agy_edit_20261011000309_0.jpg",
@@ -30,8 +30,8 @@
"opaque_above": 130
},
"title": {
- "text": "MatGames",
- "subtitle": "\"...because he was bored...\"",
+ "text": "Work-Death Balance",
+ "subtitle": "MatGames \u2014 \"...because he was bored...\"",
"font": "tools/branding/fonts/VT323-Regular.ttf",
"license": "SIL Open Font License 1.1 (tools/branding/fonts/OFL.txt)"
},
@@ -50,5 +50,15 @@
"sha256": "57bc1e46eb0876c02008038981c9b01a6bf4e02da78418de7b44f4fcbd93895e"
}
],
- "bottom_padding_px": 30
+ "bottom_padding_px": 30,
+ "favicon": {
+ "file": "assets/branding/work_death_icon.png",
+ "size": [
+ 512,
+ 512
+ ],
+ "sha256": "dc674000e9f3378f962aee5804b84ae292723f82a95b4a76405c9a70817528d6",
+ "method": "existing chroma-keyed mascot head, dark rounded badge, amber outline; Pillow",
+ "preview": "tools/branding/favicon_preview_32.png"
+ }
}
diff --git a/tools/make_boot_splash.py b/tools/make_boot_splash.py
index e1503d8..3e18cb2 100644
--- a/tools/make_boot_splash.py
+++ b/tools/make_boot_splash.py
@@ -1,4 +1,4 @@
-"""Compose the boot splash: chroma-keyed mascot plus VT323 "Mat Games" lettering.
+"""Compose Work-Death Balance's splash/icon using the existing MatGames mascot.
The raw mascot comes from an image generator on a flat magenta background (generators
do not emit real alpha). This script keys that background to transparency, removes
@@ -10,11 +10,12 @@ import hashlib
import json
import pathlib
from PIL import Image, ImageDraw, ImageFilter, ImageFont
+from make_favicon import build_favicon
parser = argparse.ArgumentParser()
parser.add_argument('raw', type=pathlib.Path, help='raw generated image (magenta background)')
-parser.add_argument('--title', default='MatGames')
-parser.add_argument('--subtitle', default='"...because he was bored..."',
+parser.add_argument('--title', default='Work-Death Balance')
+parser.add_argument('--subtitle', default='MatGames — "...because he was bored..."',
help='second line under the title; empty string for none')
parser.add_argument('--subtitle-height', type=int, default=100)
parser.add_argument('--bottom-padding', type=int, default=30,
@@ -63,6 +64,7 @@ for y in range(source.height):
fixed_pixels[x, y] = (max(0, r - amount), g, max(0, b - amount))
mascot = fixed.convert('RGBA')
mascot.putalpha(mask)
+favicon = build_favicon(mascot, root)
mascot = mascot.crop(mascot.getbbox())
if args.bottom_fade > 0:
fade = min(args.bottom_fade, mascot.height)
@@ -111,6 +113,7 @@ if args.colors > 0:
canvas.save(out, optimize=True)
manifest = json.loads((source_tools / 'manifest.json').read_text()) if (source_tools / 'manifest.json').exists() else {}
manifest.update({
+ 'favicon': favicon,
'boot_splash': {'file': str(out.relative_to(root)), 'size': list(canvas.size), 'mode': canvas.mode,
'palette_colors': args.colors,
'sha256': hashlib.sha256(out.read_bytes()).hexdigest()},
diff --git a/tools/make_favicon.py b/tools/make_favicon.py
new file mode 100644
index 0000000..077a93c
--- /dev/null
+++ b/tools/make_favicon.py
@@ -0,0 +1,36 @@
+"""Work-Death Balance icon: the existing nerd-zombie face in an amber badge.
+
+Called by make_boot_splash.py with the already keyed full-resolution mascot, so
+there is no second keying pass or new AI artwork. Reference coordinates are for
+our original 1024x1024 mascot (not a generic automatic face detector).
+"""
+import hashlib
+from pathlib import Path
+from PIL import Image, ImageChops, ImageDraw
+
+
+def build_favicon(mascot: Image.Image, root: Path) -> dict:
+ assert mascot.size == (1024, 1024), 'Update the head mask for a different source'
+ face = mascot.convert('RGBA').copy()
+ mask = Image.new('L', face.size)
+ ImageDraw.Draw(mask).polygon([
+ (235, 240), (280, 195), (320, 110), (512, 80), (700, 140),
+ (780, 245), (770, 385), (748, 460), (694, 610), (640, 710),
+ (530, 755), (420, 735), (328, 650), (277, 520), (228, 395),
+ ], fill=255)
+ face.putalpha(ImageChops.multiply(face.getchannel('A'), mask))
+ face = face.crop((220, 80, 790, 755))
+ face.thumbnail((440, 460), Image.Resampling.LANCZOS)
+ icon = Image.new('RGBA', (512, 512))
+ ImageDraw.Draw(icon).rounded_rectangle((7, 7, 504, 504), radius=96,
+ fill=(13, 16, 15, 255),
+ outline=(255, 186, 48, 255), width=14)
+ icon.alpha_composite(face, ((512 - face.width) // 2, (512 - face.height) // 2))
+ output = root / 'assets/branding/work_death_icon.png'
+ icon.save(output, optimize=True)
+ preview = root / 'tools/branding/favicon_preview_32.png'
+ icon.resize((32, 32), Image.Resampling.LANCZOS).save(preview, optimize=True)
+ return {'file': str(output.relative_to(root)), 'size': [512, 512],
+ 'sha256': hashlib.sha256(output.read_bytes()).hexdigest(),
+ 'method': 'existing chroma-keyed mascot head, dark rounded badge, amber outline; Pillow',
+ 'preview': str(preview.relative_to(root))}
diff --git a/tools/test_player_profile.gd b/tools/test_player_profile.gd
index 92feb92..ad512c5 100644
--- a/tools/test_player_profile.gd
+++ b/tools/test_player_profile.gd
@@ -139,6 +139,31 @@ func run_test() -> void:
str(junk_after.get_value("player", "locked", true))])
DirAccess.remove_absolute(ProjectSettings.globalize_path(junk_path))
+ # 12) Native rename migration: temporary files only, old source is read-only.
+ var legacy_path := "user://test_legacy_profile.cfg"
+ var migrated_path := "user://test_migrated_profile.cfg"
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(migrated_path))
+ Profile.save_profile({"name": "Legacy", "player_id": "abcdef0123456789",
+ "best": 850, "locked": true}, legacy_path)
+ var old_hash := FileAccess.get_sha256(legacy_path)
+ var migrated := Profile.load_profile(migrated_path, legacy_path)
+ check("rinomina: nome, id, record e blocco migrati senza perdite",
+ migrated.name == "Legacy" and migrated.player_id == "abcdef0123456789"
+ and migrated.best == 850 and migrated.locked)
+ check("rinomina: il vecchio file rimane byte-identico",
+ FileAccess.get_sha256(legacy_path) == old_hash)
+ check("rinomina: il profilo viene scritto nella nuova posizione",
+ FileAccess.file_exists(migrated_path))
+ migrated.name = "Attuale"
+ migrated.best = 950
+ Profile.save_profile(migrated, migrated_path)
+ var preferred := Profile.load_profile(migrated_path, legacy_path)
+ check("rinomina: un profilo nuovo esistente prevale sul vecchio",
+ preferred.name == "Attuale" and preferred.best == 950)
+ check("rinomina: percorso legacy risolto accanto al nuovo user data",
+ Profile.legacy_profile_path().ends_with("/Zombie Room FPS/zombie_fps_profile.cfg"))
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(legacy_path))
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(migrated_path))
DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_PATH))
print("%d controlli superati, %d falliti" % [checks - failures, failures])
quit(1 if failures > 0 else 0)
diff --git a/tools/test_rebalance_branding.gd b/tools/test_rebalance_branding.gd
new file mode 100644
index 0000000..4fc709c
--- /dev/null
+++ b/tools/test_rebalance_branding.gd
@@ -0,0 +1,89 @@
+extends SceneTree
+## Exact damage regression + visible game identity, no public score submissions.
+const Player = preload("res://scripts/player.gd")
+const Grenade = preload("res://scripts/grenade.gd")
+const Boss = preload("res://scripts/alien_grunt.gd")
+const Target = preload("res://tools/grenade_test_target.gd")
+var checks := 0
+var failures := 0
+
+func _initialize() -> void:
+ call_deferred("run_test")
+
+func check(ok: bool, label: String) -> void:
+ checks += 1
+ if not ok:
+ failures += 1
+ print("PASS: " if ok else "FAIL: ", label)
+
+func run_test() -> void:
+ check(Player.BULLET_DAMAGE == 17.5, "fucile: 35 -> 17,5 senza arrotondamento")
+ check(Grenade.MAX_DAMAGE == 320 and Grenade.BLAST_RADIUS == 5,
+ "granata: 160 -> 320, raggio invariato a 5m")
+ check(Boss.stats_for_wave(10).ranged == 8 and Boss.stats_for_wave(20).ranged == 10,
+ "proiettili alieni invariati a tutti i gradi")
+ check(ProjectSettings.get_setting("application/config/name") == "Work-Death Balance",
+ "titolo nativo del progetto aggiornato")
+ var icon: Texture2D = load(ProjectSettings.get_setting("application/config/icon"))
+ check(icon != null and icon.get_size() == Vector2(512, 512), "icona del progetto caricata, 512x512")
+ var preset := ConfigFile.new()
+ preset.load("res://export_presets.cfg")
+ check(preset.get_value("preset.0.options", "html/export_icon", false),
+ "favicon Web abilitata tramite esportazione icona ufficiale")
+ var world = load("res://scenes/main.tscn").instantiate()
+ root.add_child(world) # first real renamed startup also exercises profile migration
+ world.player.set_physics_process(false)
+ world.player.hp = 100000
+ world.player.position = Vector3(0, 0.1, 2)
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
+ var title_found := false
+ for label in world.start_screen.find_children("*", "Label", true, false):
+ if label.text == "Work-Death Balance":
+ title_found = true
+ check(title_found, "menu mostra Work-Death Balance")
+ check(world.leaderboard.disabled, "build di prova non invia punteggi pubblici")
+ var zombie = load("res://scripts/zombie.gd").new()
+ zombie.player = world.player
+ zombie.position = Vector3(0, 0.05, -3)
+ world.add_child(zombie)
+ zombie.entering = false
+ zombie.set_physics_process(false)
+ world.player.camera.look_at(zombie.position + Vector3.UP)
+ await physics_frame
+ await physics_frame
+ world.player.shoot()
+ check(is_equal_approx(zombie.hp, 82.5), "colpo reale al corpo: esattamente 17,5 danni")
+ world.player.camera.look_at(zombie.position + Vector3.UP * 1.7)
+ world.player.shoot()
+ check(is_equal_approx(zombie.hp, 38.75), "headshot zombie: 43,75 danni, moltiplicatore 2,5 invariato")
+ zombie.queue_free()
+ await process_frame
+ var near := Target.new()
+ near.position = Vector3(0, 0, -1)
+ world.add_child(near)
+ var half := Target.new()
+ half.position = Vector3(0, 0, -2.5)
+ world.add_child(half)
+ var far := Target.new()
+ far.position = Vector3(0, 0, -6)
+ world.add_child(far)
+ var grenade := Grenade.new()
+ grenade.position = Vector3(0, 0.9, 0)
+ grenade.thrower = world.player
+ world.add_child(grenade)
+ grenade.freeze = true
+ var hp_before: float = world.player.hp
+ var player_distance: float = grenade.position.distance_to(world.player.position + Vector3.UP * 0.9)
+ var expected_self_damage := 320.0 * (1.0 - player_distance / 5.0)
+ grenade._request_detonation(grenade.position)
+ await process_frame
+ await process_frame
+ check(is_equal_approx(near.damage_taken, 256.0), "esplosione a 1m: 256 danni, decadimento lineare invariato")
+ check(is_equal_approx(half.damage_taken, 160.0), "esplosione a 2,5m: 160 danni, il doppio di prima")
+ check(far.damage_taken == 0, "nessun danno oltre il raggio originale")
+ check(is_equal_approx(hp_before - world.player.hp, expected_self_damage),
+ "danno dell'esplosione al tiratore raddoppiato con lo stesso decadimento")
+ world.queue_free()
+ await process_frame
+ print(checks - failures, " controlli superati, ", failures, " falliti")
+ quit(1 if failures else 0)
diff --git a/tools/test_rebalance_branding.gd.uid b/tools/test_rebalance_branding.gd.uid
new file mode 100644
index 0000000..5f9c095
--- /dev/null
+++ b/tools/test_rebalance_branding.gd.uid
@@ -0,0 +1 @@
+uid://dmlx8rbl8u4ub